Design: docs/SURVIVAL_DESIGN.md (core loop, systems, architecture, phases). Survival core (M1a): - Items/recipes as data (data/*.json) in the addon SDK's define_item / define_recipe shape; procedural item meshes and offscreen-rendered icons - Inventory class (40 slots, hotbar = row 1) shared by player and chests; click / right-click split / shift-click quick-move - Actions autoload: the intent layer (craft, pickup, harvest_hit, place, transfer) that validates every change; becomes the RPC surface in M2 - Gathering: ground pickups (sticks, stones, flint); trees chopped with an axe fall and leave stumps; boulders mined with a pickaxe shrink per hit - Crafting screen with station checks (workbench); placement mode with green/red ghost, rotation and overlap/slope validation - Pieces: campfire (light, flames, embers), workbench, chest (16 slots) - HUD: hotbar, held tool view model with swing, prompts, toasts Menus and saving: - ESC pause menu: resume, controls, fullscreen, mouse sensitivity, quit - Title screen over a flyover of the island: Continue / New World (name + seed) / Load World (with delete) / Quit - Saves autoload: one folder per world under user://worlds, atomic writes with a .bak; stores only player changes (player, pieces, chest contents, harvested resources, taken pickups) and regenerates the rest from the seed - Autosave every 2 min, Save & Quit to title/desktop, save on window close Fixes: UI screens now fill the viewport (were pinned top-left); title backdrop no longer captures the mouse. Tests: test_survival_core (31 checks), test_save_load (round trip + slots), test_terrain_edges now checks 8 seeds for deep pits / unbanked water.
80 lines
3.1 KiB
Markdown
80 lines
3.1 KiB
Markdown
# Continuing on another machine
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This project is a self-contained git repo. Everything needed to build and run is
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in it except **Godot itself** (which you install once per machine). No assets to
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download — the M0 world is generated in code.
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## 1. Install Godot 4.3+
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- **macOS / Windows / Linux:** download the *standard* build (NOT the .NET/C#
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build — this project is pure GDScript) from https://godotengine.org/download
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- Use **4.7.x or newer 4.x**. The project was upgraded to `4.7.2.stable` (an
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older editor will warn that the project is from a newer version).
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- macOS shortcut: `brew install --cask godot`. If Homebrew can't unpack it,
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download the zip from the GitHub release page and move `Godot.app` to
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`/Applications`.
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## Tests
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```bash
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# Boundary: tries to walk/jump out of the valley in 24 directions
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godot --headless --path . --fixed-fps 30 --script res://tests/test_boundary.gd
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# Terrain: no deep pits / floating water at the boundary, across 8 seeds
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godot --headless --path . --script res://tests/test_terrain_edges.gd
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# Survival loop: inventory, crafting, chopping, mining, pickups, building, chests
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godot --headless --path . --script res://tests/test_survival_core.gd
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# Save/load round trip + world slots (uses user://test_worlds, not your saves)
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godot --headless --path . --script res://tests/test_save_load.gd
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```
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## Save files
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Worlds are per machine, under
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`~/Library/Application Support/Godot/app_userdata/Valheimlike/worlds/` on
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macOS (`%APPDATA%\Godot\app_userdata\Valheimlike\worlds\` on Windows). Copy a
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world's folder across to move it to another machine.
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## 2. Get the project onto the machine
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You have the folder (from the zip, or a git remote). Then:
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```bash
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# If you brought the .zip:
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unzip valheimlike.zip
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cd valheimlike
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# If you use a git remote instead (recommended for ongoing work):
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git clone <your-remote-url> valheimlike
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cd valheimlike
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```
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## 3. Open / run it
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```bash
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# Open in the editor (first open rebuilds the local .godot cache — this is normal):
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godot --path . # or: open Godot, "Import", pick this folder's project.godot
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# Run the game directly:
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godot --path .
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```
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On macOS the binary inside the app is:
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`/Applications/Godot.app/Contents/MacOS/Godot --path .`
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## Controls
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WASD move · Mouse look · Shift sprint · Space jump · ESC frees the cursor.
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## Notes
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- The `.godot/` cache folder is machine-local and git-ignored — it regenerates on
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first open. Don't copy it between machines.
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- If scripts look like they "didn't load", let the first editor open finish its
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import pass, then press play.
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- Where we are: **M0 + M0.5 complete** (detailed, bounded island valley). Next
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is **M1** (gather → craft → build). See `docs/ROADMAP.md`.
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## Recommended: push to a git remote for cross-machine work
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A zip is a one-time snapshot. For going back and forth between machines, create a
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private remote once and push:
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```bash
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# GitHub (private): gh repo create valheimlike --private --source=. --push
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# or any remote:
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git remote add origin <your-remote-url>
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git push -u origin main # (branch may be 'master' — check `git branch`)
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```
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Then on each machine it's just `git clone` / `git pull` / `git push`.
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